From d89849cf803511ef90b5636aac16bc61eab08559 Mon Sep 17 00:00:00 2001 From: Aceeri Date: Fri, 17 Feb 2023 06:04:01 +0000 Subject: [PATCH] Include 2x/8x sample counts for Msaa (#7684) # Objective Fixes #7295 Should we maybe default to 4x if 2x/8x is selected but not supported? --- ## Changelog - Added 2x and 8x sample counts for MSAA. --- crates/bevy_render/src/view/mod.rs | 8 +++--- crates/bevy_render/src/view/window.rs | 30 +++++++++++++++-------- examples/3d/msaa.rs | 35 +++++++++++++++------------ 3 files changed, 44 insertions(+), 29 deletions(-) diff --git a/crates/bevy_render/src/view/mod.rs b/crates/bevy_render/src/view/mod.rs index b70db4693324c..e1f9d9f7eee96 100644 --- a/crates/bevy_render/src/view/mod.rs +++ b/crates/bevy_render/src/view/mod.rs @@ -66,11 +66,9 @@ impl Plugin for ViewPlugin { /// /// The number of samples to run for Multi-Sample Anti-Aliasing. Higher numbers result in /// smoother edges. -/// Defaults to 4. +/// Defaults to 4 samples. /// -/// Note that WGPU currently only supports 1 or 4 samples. -/// Ultimately we plan on supporting whatever is natively supported on a given device. -/// Check out this issue for more info: +/// Note that web currently only supports 1 or 4 samples. /// /// # Example /// ``` @@ -84,8 +82,10 @@ impl Plugin for ViewPlugin { #[reflect(Resource)] pub enum Msaa { Off = 1, + Sample2 = 2, #[default] Sample4 = 4, + Sample8 = 8, } impl Msaa { diff --git a/crates/bevy_render/src/view/window.rs b/crates/bevy_render/src/view/window.rs index 343e8d15510b7..582c3675f58cb 100644 --- a/crates/bevy_render/src/view/window.rs +++ b/crates/bevy_render/src/view/window.rs @@ -237,16 +237,26 @@ pub fn prepare_windows( let sample_flags = render_adapter .get_texture_format_features(surface_configuration.format) .flags; - match *msaa { - Msaa::Off => (), - Msaa::Sample4 => { - if !sample_flags.contains(wgpu::TextureFormatFeatureFlags::MULTISAMPLE_X4) { - bevy_log::warn!( - "MSAA 4x is not supported on this device. Falling back to disabling MSAA." - ); - *msaa = Msaa::Off; - } - } + + if !sample_flags.sample_count_supported(msaa.samples()) { + let fallback = if sample_flags.sample_count_supported(Msaa::default().samples()) { + Msaa::default() + } else { + Msaa::Off + }; + + let fallback_str = if fallback == Msaa::Off { + "disabling MSAA".to_owned() + } else { + format!("MSAA {}x", fallback.samples()) + }; + + bevy_log::warn!( + "MSAA {}x is not supported on this device. Falling back to {}.", + msaa.samples(), + fallback_str, + ); + *msaa = fallback; } // A recurring issue is hitting `wgpu::SurfaceError::Timeout` on certain Linux diff --git a/examples/3d/msaa.rs b/examples/3d/msaa.rs index 1e3da8e8ea919..b3ee49c272a86 100644 --- a/examples/3d/msaa.rs +++ b/examples/3d/msaa.rs @@ -2,9 +2,7 @@ //! will result in smoother edges, but it will also increase the cost to render those edges. The //! range should generally be somewhere between 1 (no multi sampling, but cheap) to 8 (crisp but //! expensive). -//! Note that WGPU currently only supports 1 or 4 samples. -//! Ultimately we plan on supporting whatever is natively supported on a given device. -//! Check out [this issue](https://github.com/gfx-rs/wgpu/issues/1832) for more info. +//! Note that web currently only supports 1 or 4 samples. use bevy::prelude::*; @@ -23,7 +21,7 @@ fn setup( mut meshes: ResMut>, mut materials: ResMut>, ) { - info!("Press 'm' to toggle MSAA"); + info!("Press '1/2/4/8' respectively to set MSAA sample count"); info!("Using 4x MSAA"); // cube @@ -45,16 +43,23 @@ fn setup( } fn cycle_msaa(input: Res>, mut msaa: ResMut) { - if input.just_pressed(KeyCode::M) { - match *msaa { - Msaa::Sample4 => { - info!("Not using MSAA"); - *msaa = Msaa::Off; - } - Msaa::Off => { - info!("Using 4x MSAA"); - *msaa = Msaa::Sample4; - } - } + if input.just_pressed(KeyCode::Key1) { + info!("Not using MSAA"); + *msaa = Msaa::Off; + } + + if input.just_pressed(KeyCode::Key2) { + info!("Using 2x MSAA"); + *msaa = Msaa::Sample2; + } + + if input.just_pressed(KeyCode::Key4) { + info!("Using 4x MSAA"); + *msaa = Msaa::Sample4; + } + + if input.just_pressed(KeyCode::Key8) { + info!("Using 8x MSAA"); + *msaa = Msaa::Sample8; } }